4th of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other player does...
5th of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other player does...
6th of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other player does...
7th of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other player does...
8th of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other player does...
10th of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other player does...
11th of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other player does...
12th and final of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other...
9th of 12 games in the Epoch Wargame Electronics series. Each of the games features easy to learn rules (in Japanese), quick games that average about 30 minutes (not including setup), magnetic pieces on a set board, and an electronic dice-roller with 6 LED dots to work out the effects of combat. As long as one player knows the rules, the other player does...
Educational game about first aid. In their turn, the players select a card from her hand. On the front it is a question and three possible response alternatives (A, B, C). The player chooses the supposedly correct answer. If the answer is wrong the player, the card remains on the card hand and the player loses the stated amount of points. He must miss a...
Introduction from Queenie 9 by the Publisher Queen Games: "Works only if played with module 1 and 2 of the basic game. After placing 2 chambers next to the starting chamber, shuffle the teleporter and exchange chambers with the rest of the chambers before adding the exit tile. Place the teleporter token within easy reach next to the chamber stack." This...